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IActivityTransitionController.cs
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using System;
namespace UnityActivityManager
{
public interface IActivityTransitionController
{
/// <summary>
/// Ends the current Activity.
/// This will result in the current activity's game object being destroyed.
/// </summary>
void EndCurrentActivity();
/// <summary>
/// Starts the new activity.
/// This will result in the creation of a new game object and the new activity component being added
/// </summary>
void StartNewActivity();
/// <summary>
/// Sends a message to any component attached to the current activity.
/// Usually this is done by declaring receiver interfaces.
/// </summary>
/// <param name="execute">The function that should be called on the target component</param>
/// <typeparam name="T">The type of the component that will be retreived and used to send the message to</typeparam>
void SendMessage<T>(Action<T> execute);
/// <summary>
/// Used to notify the system that the transition has completed. This needs to be called in every transition.
/// </summary>
void NotifyTransitionComplete();
}
}